Create Your Own Civics Board Game Step 1
Create Your Own Civics Board Game
Step 1: Create the rules and direction for the game • Equipment • Examples: • The Game of Life • Life game board, 6 plastic car pawns, pink and blue "people" pegs, 3 mountains, bridge, 7 buildings, label sheet, spinner, stack of play money, insurance policies and bank loans, 25 Life tiles, deck of 36 cards, banker's tray, and the official The Game of Life rules and instructions. • Trivial Pursuit • The Trivial Pursuit game contains one playing board, one die, 1, 000 question-and-answer cards, two card boxes, six player tokens, 36 scoring wedges and a Code Card. • Aggravation • Game board, 6 dice, 24 marbles • Chutes and Ladders • Game board, spinner with plastic arrow, 4 pawns with stands
Step 1: Create the rules and direction for the game • What is the object of the game? • Examples: • The Game of Life: • To win the board game of Life, players must collect as many Life tiles as possible and try to have the most amount of money at the end of the game. • Trivial Pursuit: • Players must correctly answer questions in each of the six categories by having landed in each of the category headquarters which are located at the ends of each of the six spokes. The play then proceeds to the hexagonal hub at the center of the playing board for the game winning questions. • Aggravation: • Be the first to move all of your marbles around the board from BASE to HOME. You don’t have to “aggravate” the other players to win, bit it sure helps! • Chutes and Ladders: • Be the first player to reach “Winner” square #100.
Step 1: Create the rules and direction for the game • Pregame Setup • Examples: • The Game of Life: • Shuffle all Life tiles and place them Life-side-up somewhere near the game board as the draw pile. Remove four tiles without looking at them and, keeping them Life-side-up, stack them on Millionaire Estates. • Separate all cards into four decks: Career, Salary, House Deeds, and Stocks and place them near the Life game board along with the Automobile and Homeowner's Insurance Policies, Bank Loans and money. A banker is chosen and $10, 000 is given to each player. • Players then choose a color of car, place one person in the vehicle, and then located their car on the starting space. • Before you can begin your first turn, each player must first decide if they will start a career or go to college. By starting college, you will have more salary and career options. This option does take longer and upon deciding the career option, you must take out $40, 000 in bank loans before your first spin. Place each car on either the career or college spot on the Life board. • If a career is chosen, chose 1 card from the shuffled deck of career cards at random that does not says "Degree Required. " Then do the same with the Salary cards. Place both cards face up in front of you. Those going to college will do the same. Players that have chosen a career will do the same only when they come to the Job Search spot on the board. They then can choose three career and three salary cards and choose the best one. The other cards drawn are then returned the deck. • Keep in mind that player also earn money if others land on your career spaces throughout the board. If you are the accountant and someone has to pay taxes, they will give you the money. All careers have multiple spaces and is a "luck of the spin. "
Step 1: Create the rules and direction for the game • Pregame Setup • Examples: • Trivial Pursuit: • Pregame Setup • Each player places their circular scoring token in the middle of the board. • Shuffle the two decks and place them each into a card holder. Dark blue is trivia for adults (age 14+) while light blue is trivia for kids. • Decide how long a player should be allowed to answer a question. • Decide how accurate a players answer should be. • Roll to determine who plays first • Aggravation: • Roll to see who goes first. Each player takes 4 marbles of matching color and places them in their start position on the game board. • Chutes and Ladders: • Position the game board so all the players can easily move their paws from square to square. Everyone chooses a pawn to play. Any extra pawns are out of play. Chosen pawns start off the board near square #1. Now get ready for fun!
Step 1: Create the rules and direction for the game • How to Play • Examples: • The Game of Life: • The rule on who begins the game of Life rests on whoever spins the highest number on the wheel and then other player take their turns in a clockwise fashion. Move your car forward the number of spaces you spin each time unless you reach a STOP space. Follow the directions on the space you land on and your turn is over. • As you move your car, you will stop of various colors of spaces. The following rules apply to the color of each space: • Orange Spaces: The majority of spaces are orange and you must follow the directions given on these spaces. • Blue Spaces: These spaces are optional and you can choose if you want to follow their directions. • Green Spaces: These are Pay Day spaces and each play will collect the amount shown on their salary cards. • Red Spaces: Only three of these spaces exist: Job Search, Get Married, and Buy a House. Whenever you reach a red space, stop - even if you have moves left and follow the directions. Then spin and move again. • Spaces that show pictures of Life Tiles are called Life spaces. These are family activities, good deeds or service projects. Whenever a player lands on a Life space, one Life Tile is taken from the discard pile. If the draw pile has run out, take one Life Tile from any opponent. Keep all Life Tiles Life-side-up in front of you; looking at the values on the Life Tiles is against the rules. • Career Spaces are extra opportunities to make some money from other players. If you land on a career space, pay the person with the matching Career Card or if no one has it, pay the bank (if you own it you don't need to do anything). The Police Officer has special rules for his "career space. " Any player that spins a 10, or is caught speeding (the Police Officer must notice), pays the Officer $5, 000. If no Office is player, no action is required. • When players land on the You're Fired or Mid-Life Crisis, they must trade your Salary and Career Card in for new ones. One of each may be drawn applying the same rules as stated above. Wait to return your previous career and salary until you have drawn new cards. If you land on Night School, you may choose if you want to change your Career and Salary cards. Two cards of each are drawn and if both are not desired, you do not have to take them, and, can remain with the career and salary you currently have. • Payday is the spot where the player collects their salary from the bank. • When a player reaches the Getting Married space, they stop even if they have moves left. One Life Tile is taken and one person peg is added to your car. Then spin and move again. The same rules apply for the Baby Boy, Baby Girl, or Twins spaces. • Buying a House rules are similar to getting married. Stop, even if you have moves left, and draw one House Deed at random from the deck. Pay the bank the price on the deed. If you're short on cash, a loan must be taken out from the bank. Then spin again and move. Homeowner's Insurance can be bought when the house is purchased or during any following turn. Pay the bank the amount shown on the deed for insurance and take one policy from the pile. This allows you to be protected from floods, theft, and tornadoes. Automobile insurance can also be purchased at the beginning of any one of your turns. Pay $10, 000 to the bank and take one policy. Accidents, damage, and theft are now protected against. • Throughout the game, players may buy stocks allowing them to collect $10, 000 from the bank every time their stock number is spun on the wheel (even if done by the person holding the stock). Buying more than one stock at a time is against the rules with one exception: If you land on the Stock Market Zooms space, take one Stock (at no charge) even if you already own one. Stocks cost $50, 000 and you may choose which stock you would like to purchase. A Stock Market Slump will require you to return one stock to the bank. • Bank loans may be taken out at any time during your turn. One bank loan is worth $20, 000. To payback loans, a $5, 000 interest must be paid for each loan received.
Step 1: Create the rules and direction for the game • How to Play • Examples: • • Trivial Pursuit: • At the beginning of your turn roll the die. Move the full amount shown on the die in a single direction. When you reach the space indicated by your roll (by exact count) then a different player draws the top card of the appropriate deck and reads the question that matches the color of the space your token landed on. • You may move forward in any direction, but you can never retrace your steps on the same roll. You may move in any direction out of the center. You may occupy the same space as another player. • Answers are on the back of the card. • Players that land on the center square may choose the color they wish the question to be read from. They may not know the questions before choosing the color. • If you answer your question correctly, then you may continue to roll and keep moving around the board. You may continue to roll as long as you keep answering the questions correctly; there is no limit. • If you land on a wedge space and answer that question correctly, then you may add that wedge to your scoring token. If you already have the wedge offered by that space then you treat it as a normal space. • If you answer incorrectly then the turn passes to the left. • Roll again spaces allow you to roll the die again without answering any questions. • Shortcut space allows you to move your scoring token directly to the matching wedge space indicated on the shortcut space. Answer the question to win a wedge and continue rolling from the new space. • Categories: Blue = Geography, Pink = Entertainment, Yellow = History, Purple = Art & Culture, Green = Science & Nature, Orange = Sport & Leisure. Aggravation: • Roll the die and move your marbles forward the number of spaces indicated by the die that are able to move that number of spaces. You cannot jump over or land on any of your own marbles. If you cannot move any of your own marbles then your turn is over. You may only place marbles into their home slots by exact count. All spaces must be landed on by exact count and counts cannot be split. • A marble can only be “started” or moved from its base with a roll of 1 or 6. You may decide to “start” a marble instead of moving but cannot do both from the same roll. • You may move over an opponents space, still counting that space as you move over it, or if you land on an opponents marble then you may “aggravate” that marble, in which case that opponents marble returns to their starting position at base, which will still require them to roll a 1 or 6 on their turn to move it out of their base. Marbles cannot be aggravated at home or at base. • If you land on a star space by exact count then on another turn you can move around the star spaces clockwise the number indicated by your roll. Your marble can be aggravated on these spaces and you may exit onto any path you wish. • If you land in the spot in the direct middle of the center piece then you need to roll a 1 on your next turn to exit the center space, but you can exit to any star space you wish. • Players may not jump over their own pieces in home slots.
Step 1: Create the rules and direction for the game • How to Play • Examples: • Chutes and Ladders: • • • Everyone spins the spinner. The player with the highest number goes first. Play proceeds to the left. On your turn, spin the spinner and move your pawn, square by square, the number shown on the spinner. For example, on your first turn, if you spin a 5, move to square #5 on the board. Once you move your pawn, your turn is over. NOTE: Two or more pawns may be on the same space at the same time. LADDERS: Any time a pawn ends its move on a picture square at the bottom of a ladder, that pawn must climb up to the picture square at the top of the ladder. For example, if you end your move on square #9, you can immediately move up to square #31. Notice the pictures on these two squares are related. The little boy who mows the lawn is rewarded for his job with a trip to the circus. CHUTES: Any time a pawn ends its move on a picture square at the top of a chute, that pawn must slide down the chute to the picture square at the bottom of the chute. For example, if you end your move on square #49, you must immediately move down to square #11. Again the pictures are related. Eating too many cookies can give you a tummy-ache! If your pawn ends its turn on any of the following spaces, your turn is over: • A square with no picture and just an arrow • A square that ladder or chute just passes through • A picture square at the top of a ladder • A picture square at the bottom of a chute
Step 1: Create the rules and direction for the game • Winning the Game • Examples: • The Game of Life: • • • Once you reach the end of the Life game board, either by landing directly on it or by passing by, you must do the following: Pay all outstanding loans Replace your Career Card, Salary Card and Insurance Policies. Sell house by following the instructions on the Deed after spinning the wheel one last time. Keep your Stock(s) since you can still collect money from the bank every time your number is spun. If you think you might have the most money, place your car on Millionaire Estates (any number of players may retire there). Otherwise, place your car on Countryside Acres and wait there until all players have retired. If you have chosen Millionaire Estates, other players can still steal Life Tiles from you if the draw pile runs out. Those that have chosen Countryside Acres receive one more Life Tile and all their Life Tiles are safe from other players taking them. After all players have retired, all players at Millionaire Estates count their money. The richest player takes the four Life Tiles at Millionaire Estates. The official Life rules mention that in case of a tie for richest player, the tying players split the pile taking 2 tiles each. All players turn their Life Tiles message-side-up and count up the dollar amounts add this total to all the remaining money you have in front of you. The player with the most money wins! • Trivial Pursuit: • • • Once your scoring token is complete you must try to land on the center space where you started by exact count. If you overshoot it you will have to keep trying until you land on it directly and then answer the question correctly. Your opponents decide the category you are to answer from before they look at the card. If you answer the final question successfully then you win the game. If you fail to answer the final question then you are moved 1 space in any direction off of the center and your turn is over. You must land directly on the center to try again. If you collect all of the wedges and win the game on your first turn, then any other player that has not had a turn yet may still attempt to win on their first turn to tie the game.
Step 1: Create the rules and direction for the game • Winning the Game • Examples: • Aggravation: • Be the player or the team with all of their marbles in the home slots. • Chutes and Ladders: • The first player to reach the “Winner” square #100 wins the game. You can get there 2 ways: • Land there by exact count. If your spin would take you past square #100, don’t move. Try again on your next turn. • Climb there by ending our move on ladder square #80.
Step 2: Create the required pieces needed for the game • Game Pieces • Determine all of the game pieces you will need to play your game. • Example: • Pawns, dice, spinner, cards • Players • Think about the maximum number of players. • Sketch out ideas for the game pieces for each player. • Your game pieces should go with theme of your game.
Step 2: Create the required pieces needed for the game • Cards • Action Cards • You should have no more than 25 action cards. • Example: • The Constitution was signed on September 17, 1787…. move ahead 2 spaces. • Questions • • Create a minimum of 100 question/answer cards. Cards should have questions with multiple choice answers on the front of the card. Cards should have the answer of the question on the back of the card. Questions should cover all the standards that we have covered.
Step 2: Create the required pieces needed for the game • 1. 1: Enlightenment • • 1. 2: Influential Documents • • 1. 3: English Policies • • 1. 4: Declaration of • Independence • • 1. 5: Articles of Confederation • • 1. 6: Preamble • 1. 7: Constitutional Limits • • 1. 8: Federalists/Anti • Federalists • • 1. 9: Rule of Law • 2. 1: Citizenship 2. 2: Obligations of • Citizens • 2. 4: Bill of Rights 2. 5: Constitutional Rights • 2. 8: Political Parties • 2. 9: Evaluating • Candidates 2. 10: Media’s Influence • on Politics • 2. 11: Propaganda 2. 12: Public Policy • 2. 13 Multiple Perspectives • 3. 1: Forms of Government • 3. 11: Court Systems 3. 2: Systems of Government • 3. 12: Landmark Court Cases 3. 3: Articles I, II, & III 3. 4: Federalism 3. 5: Amendment Process 3. 6: Constitutional Rights 3. 7: Other Important Amendments • 3. 13: Comparing Constitutions • 3. 14 Levels of Government • 4. 1: Foreign & Domestic Policy • 4. 2: International Organizations 3. 8: Structure & Function of • 4. 3: Conflict & Cooperation Government 3. 9: Law Making Process • 3. 10: Sources & Types of Laws
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